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Made with Nano Banana 2 Lite ยท CC0 ยท 24 Jul 2026
Generated from: CHARACTER (must be 100% identical in every single frame): a chibi ninja with a VERY LARGE round head, total height about 2.5 heads. Bright grass-green SPIKY hair made of short pointed tufts sticking up and outward - spiky, NEVER smooth, NEVER rounded, NEVER long. A dark grey cloth headband around the forehead with a small rectangular silver metal plate at the front-center. Pale skin, big cyan almond eyes, tiny nose and mouth. THE FACE IS ALWAYS FULLY VISIBLE - absolutely NO face mask, nothing covering the mouth or nose. Long-sleeved dark charcoal-grey crossed ninja gi, a bright magenta waist sash, charcoal pants, dark boots, bare-skin hands. STYLE: crisp retro SNES-style pixel-art overworld sprite, single dark 1-pixel outline, soft cel shading, limited palette, exactly the same style, pixel density and proportions as the reference image. Pure white (#ffffff) background. No shadow, no grid lines, no text, no border. Produce EXACTLY 3 sprites in ONE horizontal row, evenly spaced, all the same size, all standing on the same ground line. POSE: all three sprites are seen FROM BEHIND in a STRONG 45-DEGREE three-quarter view - the back is angled toward the UPPER-RIGHT, so we see the back of the spiky green hair and the headband, plus only a tiny sliver of one cheek. This exact 45-degree diagonal is identical in all three frames INCLUDING THE MIDDLE ONE - never a pure back view and never a pure side view. The magenta belt is only a thin flat band across the lower back, no knot and no tails. THE MIDDLE SPRITE MUST KEEP THE EXACT SAME 45-DEGREE DIAGONAL BODY ANGLE as the other two - its shoulders, hips and both boots stay rotated diagonally toward the upper-right, absolutely NEVER squared flat and symmetrical to the camera like a straight back view. A wide area of the character's BACK must stay visible in all three frames - do not slide into a flat profile where only the edge of the shoulder shows. WALK CYCLE - an open, clearly readable stride. FRAME 1 = contact pose, one leg striding forward and the other kicked back, and the ARMS SWING OPPOSITE to the legs. FRAME 2 = passing pose, both legs together under the body mid-step, arms straight down at the sides. FRAME 3 = the opposite contact pose, legs and arms swung the other way. Frames 1 and 3 must look clearly different from each other and from frame 2. NOTHING ELSE changes: head, face, hair, torso, body size and the facing direction are pixel-identical in all three frames. CRITICAL: FRAME 3 IS THE EXACTLY MIRRORED STRIDE OF FRAME 1 - in frame 1 the left leg swings forward and the right leg trails behind with the left arm back and right arm forward, and in frame 3 this is fully reversed with the RIGHT leg forward, the LEFT leg trailing, the right arm back and the left arm forward. Frame 1 and frame 3 must NEVER be identical copies of each other - a viewer must instantly see the legs swapped sides. In frame 1 it is the FAR leg that is thrown forward while the NEAR leg trails back, and in frame 3 it is the opposite, the NEAR leg thrown forward while the FAR leg trails back, so the two leg silhouettes read as mirror images. Before finishing, compare frame 1 and frame 3 side by side: if their legs are in the same position you have made a mistake and must flip frame 3's legs and arms. THE DEPTH ORDER OF THE LEGS MUST BE SWAPPED BETWEEN FRAME 1 AND FRAME 3: in frame 1 the leading leg is the FAR one and is drawn partially hidden BEHIND the trailing near leg, which is fully visible in front; in frame 3 the leading leg is the NEAR one, drawn fully visible IN FRONT, while the trailing leg is the far one, partially hidden behind the body - and the two visible arms swap forward/back in exactly the same way. Frame 1 and frame 3 must therefore have visibly different silhouettes; producing two copies of the same stride is a failure.
Creator
Jorge Sousa
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